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source: orxonox.OLD/branches/spaceshipcontrol/src/lib/particles/sprite_particles.cc @ 6746

Last change on this file since 6746 was 6653, checked in by bensch, 19 years ago

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS
17
18#include "sprite_particles.h"
19
20#include "load_param.h"
21#include "factory.h"
22#include "material.h"
23#include "state.h"
24#include "shell_command.h"
25
26#include "parser/tinyxml/tinyxml.h"
27#include <algorithm>
28
29
30CREATE_FACTORY(SpriteParticles, CL_SPRITE_PARTICLES);
31
32SHELL_COMMAND(texture, SpriteParticles, setMaterialTexture)
33    ->defaultValues(1, "maps/evil-flower.png");
34
35using namespace std;
36
37/**
38 *  standard constructor
39 * @param maxCount the Count of particles in the System
40 * @param type The Type of the SpriteParticles
41*/
42SpriteParticles::SpriteParticles (unsigned int maxCount)
43  : ParticleSystem(maxCount)
44{
45  this->init();
46}
47
48/**
49 * @brief creates a Particle System out of a XML-element
50 * @param root: the XML-element to load from
51 */
52SpriteParticles::SpriteParticles(const TiXmlElement* root)
53{
54  this->init();
55  if (root != NULL)
56    this->loadParams(root);
57}
58
59/**
60 *  standard deconstructor
61*/
62SpriteParticles::~SpriteParticles()
63{ }
64
65/**
66 * @brief initializes the SpriteParticles with default values
67*/
68void SpriteParticles::init()
69{
70  this->setClassID(CL_SPRITE_PARTICLES, "SpriteParticles");
71
72  this->material.setDiffuseMap("maps/radial-trans-noise.png");
73}
74
75
76/**
77 * loads Parameters from a TiXmlElement
78 * @param root the XML-element to load from.
79 */
80void SpriteParticles::loadParams(const TiXmlElement* root)
81{
82  ParticleSystem::loadParams(root);
83
84  LoadParam(root, "texture", this, SpriteParticles, setMaterialTexture);
85}
86
87/**
88 * @brief sets the Texutre that is placed onto the particles
89 * @param textureFile the Texture to load onto these SpriteParticles
90 */
91void SpriteParticles::setMaterialTexture(const char* textureFile)
92{
93  this->material.setDiffuseMap(textureFile);
94}
95
96/**
97 * @brief draws all the Particles of this System
98 *
99 * The Cases in this Function all do the same:
100 * Drawing all the particles with the appropriate Type.
101 * This is just the fastest Way to do this, but will most likely be changed in the future.
102 */
103void SpriteParticles::draw() const
104{
105  glPushAttrib(GL_ENABLE_BIT);
106
107  Particle* drawPart = particles;
108
109  GLboolean checkLight = false;
110  glGetBooleanv(GL_LIGHTING, &checkLight);
111//  if (checkLight == GL_TRUE)
112//    glDisable(GL_LIGHTING);
113  glMatrixMode(GL_MODELVIEW);
114  glDepthMask(GL_FALSE);
115
116  material.select();
117  glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
118
119  //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
120
121
122  while (likely(drawPart != NULL))
123  {
124    glColor4fv(drawPart->color);
125    //! @todo implement a faster code for the look-at Camera algorithm.
126
127    const PNode* camera = State::getCamera();  //!< @todo MUST be different
128    Vector cameraPos = camera->getAbsCoor();
129    Vector cameraTargetPos = State::getCameraTarget()->getAbsCoor();
130    Vector view = cameraTargetPos - cameraPos;
131    Vector up = Vector(0, 1, 0);
132    up = camera->getAbsDir().apply(up);
133    Vector h = up.cross(view);
134    Vector v = h.cross(view);
135    h.normalize();
136    v.normalize();
137    v *= .5 * drawPart->radius;
138    h *= .5 * drawPart->radius;
139
140    glBegin(GL_TRIANGLE_STRIP);
141    glTexCoord2i(1, 1);
142    glVertex3f(drawPart->position.x - h.x - v.x,
143               drawPart->position.y - h.y - v.y,
144               drawPart->position.z - h.z - v.z);
145    glTexCoord2i(0, 1);
146    glVertex3f(drawPart->position.x - h.x + v.x,
147               drawPart->position.y - h.y + v.y,
148               drawPart->position.z - h.z + v.z);
149    glTexCoord2i(1, 0);
150    glVertex3f(drawPart->position.x + h.x - v.x,
151               drawPart->position.y + h.y - v.y,
152               drawPart->position.z + h.z - v.z);
153    glTexCoord2i(0, 0);
154    glVertex3f(drawPart->position.x + h.x + v.x,
155               drawPart->position.y + h.y + v.y,
156               drawPart->position.z + h.z + v.z);
157
158    glEnd();
159
160    drawPart = drawPart->next;
161  }
162  glDepthMask(GL_TRUE);
163  glPopAttrib();
164}
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